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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Taizo Puckett

Pages: [1] 2 3 ... 5
1
Suggestions / Re: Venting with safety overrides lowers shields
« on: November 27, 2015, 11:11:43 AM »
The ideal solution imo is to make burn drive prevent venting...
Which also has been suggested. :)

2
Discussions / Re: The "Random Findings While Waiting" thread...
« on: November 17, 2015, 03:01:26 AM »
@Gothars
Please check PM.

3
Haven't had a lot of opportunity to play with this due to how most text relating to the setting in Starsector is presented as "omniscient description
Now (sorry, SoonTM) as we'll have dialogs with NPCs, there will be more opportunities, right? Such as dialog paths unlocked with positive attitude.

4
Bug Reports & Support / Re: Disabled fighters collide
« on: November 16, 2015, 11:46:24 AM »
Let me bump this thread again. It looks like not only disabled fighters collide, but merely overloaded ones collide too. I've just watched this in Coral Nebula mission. My Dagger released its deadly payload and headed for reload, but was hit and overloaded on its way back to carrier. And instead of landing and reloading it suddenly rammed my carrier! And since carrier's armor was already shaved off on that side, it did hurt.

5
General Discussion / Re: Retreat without Dying
« on: November 15, 2015, 11:37:05 PM »
The AI is too stupid to backpedal with its front shields pointed at enemy.

Very true! This definitely needs to be fixed.

--== Some tactical offtopic ==--
Ran into a superior Hegemony force with a hybrid fleet of Blackrock and SCY. My plan was to deploy all forces, inflict some casualties on the faster enemy forces, then retreat and re-engage. I attempted to tell all forces to Defend a point towards the bottom of the map... and the cruisers refused to go that direction.

Good plan, but why deploy cruisers for this? To fight faster ships, better to deploy your faster ones.
And clustering all forces around one point is... kinda ponitless IMO. :) Small fast squads (via escort) scattered around the map and also dragging enemy forces apart (divide and conquer!) do better in this situation, from my experience. And fast ships have no problems with retreat. For slower ships I usually retreat with escort.

6
Modding / Re: Economy Config metadata
« on: November 14, 2015, 01:44:58 AM »
They lower prices as your reputation increases?
Yes, I see this in every playthrough.

Reputation doesn't do that, so none :)
Then other factors do. Total volume traded, perhaps? What else?
I see the same pattern with fuel on Sindria, the primary source of fuel in the sector, like Jangala for supplies. Not sure about food on Tartessus, I didn't track it closely. I've seen it lowering over time, but not dramatically.

Probably just normal price fluctuations.
I don't think so. The trend is clear and never reversed.

Edit: wording.

7
Modding / Re: Economy Config metadata
« on: November 13, 2015, 01:41:18 PM »
Which of these constants govern, for example, how Hegemony lower prices of supplies they sell me as I build my reputation with them. Looks like neither. Is it hardcoded?

8
Mods / Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« on: November 12, 2015, 06:29:43 PM »
A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.

9
Suggestions / Re: Allow Vent at zero flux to interrupt burn drive.
« on: November 10, 2015, 12:03:04 PM »
I vote for 3. Being able to stop with Burn Drive makes it overpowered. You can't stop that fast even with shields and engine. It would be just hand brake for capitals. Also think of the work needed to teach AI to use it well. Not to mention the physics.

P.S. I'd even prefer if decelerating after burn-driving uses a lot of energy and builds a lot of flux. Just to look more sane physics-wise. Now it feels like you're floating in water, not in space.

P.P.S. Why don't we add voting to suggestion threads? Forum engine supports it for free.

10
General Discussion / Re: Heron Carrier not in Random battle
« on: November 09, 2015, 03:35:34 PM »
The list of possible ship variants to form opposing fleets is hardcoded in the MissionDefinition.java file for this mission. Heron is not there, same as Monitor and some others, added in later releases. This mission hasn't changed since... very very long.

11
Mods / Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« on: November 07, 2015, 07:26:39 AM »
It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
Thanks. Would be nice to have it more clear in the weapon description.

12
Mods / Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
« on: November 07, 2015, 12:06:18 AM »
What does Flux Destabilizer do exactly?

13
Suggestions / Re: Ability to disable ship systems
« on: November 04, 2015, 07:40:19 AM »
The one ship system I dislike most is Accelerated Ammo Feeder.  The ships that have it have mediocre flux stats, the AI uses it recklessly, build-up flux to the max very quickly

I noticed that AI has problems [not] watching its flux with any system and probably even without one. I see two aspects of it.

1. AI is't using small and very small time windows to vent if flux is low and if there's any threat from any side. Taking the risk of ignoring minor threats (taking into account damage type, armor etc.) would allow it to vent some flux and sustain in battle longer. On the other side, exploiting this behavior is the key tactics to defeat huge capitals with smaller forces.
Maybe some 'risky' officer in the upcoming release could change this behavior.

2. Preferring raising flux to armor damage is not always optimal. Sometimes it's better to take minor armor damage and save flux for more pressing moment or for counter attack. AI doesn't consider this.


14
Suggestions / Mission quick restart
« on: November 03, 2015, 10:29:28 PM »
I like some missions more than others and play them often. Sometimes I replay a mission ten times in a row or more, to achieve maximum score or just for fun.

When I see I cannot win or have taken too many losses I want to restart and try better. Now it takes four or five mouse clicks and a substantial amount of waiting while transition animation plays. Please add an option to quick restart current mission.

I see two suitable places for Restart button, First, in the in-battle menu (shown when Esc is pressed) and second, in the battle outcome dialog.

Oh, and it would be nice if battle order will remain the same upon quick restart in Random Battle mission.

15
Suggestions / Re: More Love for the Crew
« on: October 23, 2015, 01:28:38 PM »
I've always felt that I was buying some sort of slave that is forced to do my bidding until he dies.
From the lore point of view, it may be close to sector's reality. :\

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